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--[[
Defines some ai primitives for npc's
]]
print("Update from basenpc.lua!")
local log = nrequire("log.lua")
local reg = nrequire("sh_npcsystem.lua")
local npc = {}
npc.Name = "NPC Base"
--At this point we are the prototype table
local num_npcs = 0
function npc:Spawn()
num_npcs = num_npcs + 1
local e = ents.Create("art_npc")
local metas = {}
setmetatable(self,{
__index = function(self,key)
return e[key]
end,
__newindex = function(self,key,value)
e[key] = value
end,
__metatable = function(self)
return getmetatable(e)
end,
})
if self.Pos then e:SetPos(self.Pos)
else log.warn("NPC created without a position, this might be a bug!") end
if self.Name then e:SetName(self.Name)
else e:SetName(string.format("npc_%d",num_npcs)) end
if self.Ang then e:SetAngles(self.Ang) end
e:Spawn()
self.Entity = e
end
npc.Model = "models/editor/playerstart.mdl"
function npc:edit_hud()
return {
{"string","Model",self.Model},
{"vector3","Start pos",self.Pos},
{"string","Name",self.Name}
}
end
reg.RegisterNPC(npc)
return npc
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